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[D] LotV Economy Discussion - Page 12

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BronzeKnee
Profile Joined March 2011
United States5218 Posts
Last Edited: 2014-11-10 23:38:31
November 10 2014 23:34 GMT
#221
I was initially encouraged with the economic changes, but after reading that, I am discouraged.

I really hope Blizzard listens. The nerfing of one base plays has ruined SC2 in my opinion. Might as well give players an expand for free.

Photon Cannons are going to lose a lot of value, they are the only defense you can't move or salvage (except for Missile Turrets), and if the game is very mobile with ever expanding bases, then Zerg really stands to benefit with mobile defences.
Hider
Profile Blog Joined May 2010
Denmark9408 Posts
Last Edited: 2014-11-11 00:05:20
November 11 2014 00:04 GMT
#222
On November 11 2014 08:24 Thieving Magpie wrote:
Show nested quote +
On November 11 2014 08:19 Hider wrote:
On November 11 2014 07:27 ejozl wrote:
What do you think about the WC3 approach, where u just give players starting resources from the start of the game, instead of increasing amount of workers?
This would speed up the action aswell.


Just remove macro completely, and let unit production be instant and fast, and then add a defensiver advantage through towers and thereby giving me an "RTS"-moba.


Nexus Wars fo'life ya'll


Nexus wars doesn't have multitasking. Give me a game where players are spread out with a large defenders advantage, and micro and multitasking has a much higher skill cap.
G5
Profile Blog Joined August 2005
United States2919 Posts
November 11 2014 00:10 GMT
#223
The new economy system is really bad. I hated the change in economy from BW to SC2 but HotS to LotV is even worst.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 11 2014 00:49 GMT
#224
On November 11 2014 09:04 Hider wrote:
Show nested quote +
On November 11 2014 08:24 Thieving Magpie wrote:
On November 11 2014 08:19 Hider wrote:
On November 11 2014 07:27 ejozl wrote:
What do you think about the WC3 approach, where u just give players starting resources from the start of the game, instead of increasing amount of workers?
This would speed up the action aswell.


Just remove macro completely, and let unit production be instant and fast, and then add a defensiver advantage through towers and thereby giving me an "RTS"-moba.


Nexus Wars fo'life ya'll


Nexus wars doesn't have multitasking. Give me a game where players are spread out with a large defenders advantage, and micro and multitasking has a much higher skill cap.


Sc2 Econ should follow MOBAs/nexus wars then, to increase popularity and micro. Gold only earned based on kills.
Hark, what baseball through yonder window breaks?
Hungry Cerberus
Profile Blog Joined July 2010
Canada29 Posts
November 11 2014 00:50 GMT
#225
I don't want to incur the wrath of the internet but I feel it is necessary to consider some of the other concerns that Blizzard is facing with a game like Starcraft. While it obvious for all of us that we want a game that creates the best gameplay, Blizzard is forced to consider how to meet the simultaneous goal of generating the most amount of players (revenue). I think it is obvious that almost every major decision they have made for LotV is to increase the player base (stand alone game, archon mode, bnet tournaments, tons of changes to generate hype). The economic changes seem no different to me.

Time
By having more workers at the start you decrease the amount of time spent in the early low key periods of the game. For a large percentage of players (obviously not all) time matters. A perfect example of their recent thinking is Hearthstone and Heroes of the Storm. Both games allow for matches that are quite short. This has myriad advantages: it is less intimidating, the losses feel less punishing, and it can trick you as a player into thinking "just one more quick game". Comparing Heroes of the Storm to Dota 2 really made me aware of how much I appreciate the feeling that a game is just a short span of time. Of course objectively I know a game can reach over an hour in length, but in many cases perception beats reality. Even the lower minerals per base seems like an attempt to push the game along. Forcing players to decide that they must attack soon or expand, pushing the total game time even lower, and reducing turtling and boring static situations with new units and harassment options.

Approachable
As much as know one wants to admit it, a game has to be accessible to a huge potential audience to be worth the investment of resources. Starcraft is insanely unforgiving as a game, where one small mistake can lead to a loss. One of the most frustrating ways to loose is to early rushes. To spend several minutes building up a base and then dying without having a chance to really get rolling is an awful feeling. It is enough for many players, such as myself, to find queuing up a nerve racking and often frustrating experience. The economy changes create a situation that is similar to WC3 where you can start building a base instantly. Now if you die inside the first few minutes you can pretty much guarantee you have some army units, which makes the loss feel that much more satisfying as you get to at least fight for your life.

The Problem with Reduced Efficiency
Now why can't they do all those other things and decrease base mining efficiency. Well some of these goals of decreased efficiency go against the ideas I have mentioned above. If they change the economy in the style presented by OP how does that help them achieve their goals of a wider player base? A less efficient, more bases, and slower game all go against the central goal of making the game more approachable, quicker, and more casual friendly. I am absolutely not saying that decreased efficiency or different economic changes are a bad idea or not viable, I am just pointing out that they need to occur alongside the necessity of creating a more approachable game.

I know Blizzard wants to create the best game possible and we all want to highest skill ceiling possible but to consider any changes and ignore Blizzards other very reasonable goals is living outside of reality. Whatever suggestions you make to this thread should carefully consider the entire player base, potential and current. If your changes don't help in some way to make the game more approachable/casual friendly than don't ever expect to see them happen and don't be mad at Blizzard when they don't.
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
Last Edited: 2014-11-11 00:57:34
November 11 2014 00:57 GMT
#226
Blizzard has set out some pretty ambitious development goals to make LotV more micro intensive, higher skill cap, less deathballing (they allude to penalties for a deathball), and more constant action. If you read what their goals are they definitely have the right intention. These are their reasons for the economy changes:

There are two changes to the general core-gameplay elements of StarCraft II. Both changes are aimed at making Legacy of the Void multiplayer a more action-packed experience.

Resource tweaks
In order to encourage aggression, we intend to create more places to attack. To do this, we’re incentivizing faster expansions by decreasing the resources on Mineral Fields and Vespene Geysers by 33%. Combined with our unit changes for each race, this should make mid-game aggression much more potent and viable.
Mineral Fields now hold 1,000 Minerals instead of 1,500
Vespene Geysers now hold 1,700 Vespene Gas instead of 2,500
Starting worker count
In order to generally reduce the passive time-periods in the game, we’re increasing the starting worker count from 6 workers to 12 workers. The supply granted by the Command Center, Nexus, and Hatchery are being increased to account for this.

http://us.battle.net/sc2/en/blog/16654945/legacy-of-the-void-multiplayer-preview-11-8-2014
Hider
Profile Blog Joined May 2010
Denmark9408 Posts
Last Edited: 2014-11-11 00:58:27
November 11 2014 00:57 GMT
#227
A less efficient, more bases, and slower game all go against the central goal of making the game more approachable, quicker, and more casual friendly. I am absolutely not saying that decreased efficiency or different economic changes are a bad idea or not viable, I am just pointing out that they need to occur alongside the necessity of creating a more approachable game.


That's not really what neccasarily will happen with the BW econ. A bw econ can be just as fast as you want it to be, but it is unique in how it rewards (and not forces) taking extra bases.

If anything, BW econ can start action faster as you can stay longer on 1 or 2 bases if you want to be aggressive without being allin.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 11 2014 01:05 GMT
#228
Something iam curious about, is with a bw econ and the things such as mule, cb on nexus and inject larva.
Can this maybe spew things in different directions that are really bad?

BW economy rises pretty slow if u make workers none-stop.
Inject larva=burst of drones.
Mule=extra income even when saturated.

Not really sure what iam asking here. But perhaps some conclusions is possible to draw with the ecoboosters in mind?

TheUnderking
Profile Joined October 2010
Canada202 Posts
November 11 2014 01:07 GMT
#229
I really like how blizzard is doing it. I feel this BW style economy proposed by the OP and some others is a huge step back. I know BW fanboys are going to hate me for saying this, but SC2 is bigger than BW ever was. And WC3 was bigger than BW outside of SK. Let's learn from that, rather than saying "the old ways are the best ways", when objectively we know thats untrue.

This is like wc3. Start with enough workers to saturate your minerals (gold in wc3). Now you can build units and expand rather than just picking one of the two to start. Obviously you can still do either if you want to get really greedy or really agressive.

This results in more everything early, leading to more incentive to battle early, since you'll need to secure an expo sooner and it kills the three minutes of building workers while nothing happens.
THE PACT IS SEALED!
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 11 2014 01:12 GMT
#230
On November 11 2014 09:50 Hungry Cerberus wrote:
I don't want to incur the wrath of the internet but I feel it is necessary to consider some of the other concerns that Blizzard is facing with a game like Starcraft. While it obvious for all of us that we want a game that creates the best gameplay, Blizzard is forced to consider how to meet the simultaneous goal of generating the most amount of players (revenue). I think it is obvious that almost every major decision they have made for LotV is to increase the player base (stand alone game, archon mode, bnet tournaments, tons of changes to generate hype). The economic changes seem no different to me.

Time
By having more workers at the start you decrease the amount of time spent in the early low key periods of the game. For a large percentage of players (obviously not all) time matters. A perfect example of their recent thinking is Hearthstone and Heroes of the Storm. Both games allow for matches that are quite short. This has myriad advantages: it is less intimidating, the losses feel less punishing, and it can trick you as a player into thinking "just one more quick game". Comparing Heroes of the Storm to Dota 2 really made me aware of how much I appreciate the feeling that a game is just a short span of time. Of course objectively I know a game can reach over an hour in length, but in many cases perception beats reality. Even the lower minerals per base seems like an attempt to push the game along. Forcing players to decide that they must attack soon or expand, pushing the total game time even lower, and reducing turtling and boring static situations with new units and harassment options.

Approachable
As much as know one wants to admit it, a game has to be accessible to a huge potential audience to be worth the investment of resources. Starcraft is insanely unforgiving as a game, where one small mistake can lead to a loss. One of the most frustrating ways to loose is to early rushes. To spend several minutes building up a base and then dying without having a chance to really get rolling is an awful feeling. It is enough for many players, such as myself, to find queuing up a nerve racking and often frustrating experience. The economy changes create a situation that is similar to WC3 where you can start building a base instantly. Now if you die inside the first few minutes you can pretty much guarantee you have some army units, which makes the loss feel that much more satisfying as you get to at least fight for your life.

The Problem with Reduced Efficiency
Now why can't they do all those other things and decrease base mining efficiency. Well some of these goals of decreased efficiency go against the ideas I have mentioned above. If they change the economy in the style presented by OP how does that help them achieve their goals of a wider player base? A less efficient, more bases, and slower game all go against the central goal of making the game more approachable, quicker, and more casual friendly. I am absolutely not saying that decreased efficiency or different economic changes are a bad idea or not viable, I am just pointing out that they need to occur alongside the necessity of creating a more approachable game.

I know Blizzard wants to create the best game possible and we all want to highest skill ceiling possible but to consider any changes and ignore Blizzards other very reasonable goals is living outside of reality. Whatever suggestions you make to this thread should carefully consider the entire player base, potential and current. If your changes don't help in some way to make the game more approachable/casual friendly than don't ever expect to see them happen and don't be mad at Blizzard when they don't.


Nice post, enjoyed reading it.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2014-11-11 01:18:58
November 11 2014 01:14 GMT
#231
I think it's a step in the right direction, but I agree with some of the other posters that it might not be enough. The diminishing returns on worker efficiency, while not necessarily intentional on Blizzard's part, did provide a great amount of depth in the economy in BW. The ability to make your 60 workers just as effective as your opponent's 80 workers via expanding was spectacular, since you forced yourself to be spread thinner as a tradeoff.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-11-11 01:39:11
November 11 2014 01:35 GMT
#232
I always liked 12 as a number for mining. 4 patches seem far (8 workers) and 4 close (another 4 workers), call me crazy. How does 4x12 compare to 3x16?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-11-11 01:47:06
November 11 2014 01:43 GMT
#233
On November 11 2014 09:50 Hungry Cerberus wrote:
+ Show Spoiler +
I don't want to incur the wrath of the internet but I feel it is necessary to consider some of the other concerns that Blizzard is facing with a game like Starcraft. While it obvious for all of us that we want a game that creates the best gameplay, Blizzard is forced to consider how to meet the simultaneous goal of generating the most amount of players (revenue). I think it is obvious that almost every major decision they have made for LotV is to increase the player base (stand alone game, archon mode, bnet tournaments, tons of changes to generate hype). The economic changes seem no different to me.

Time
By having more workers at the start you decrease the amount of time spent in the early low key periods of the game. For a large percentage of players (obviously not all) time matters. A perfect example of their recent thinking is Hearthstone and Heroes of the Storm. Both games allow for matches that are quite short. This has myriad advantages: it is less intimidating, the losses feel less punishing, and it can trick you as a player into thinking "just one more quick game". Comparing Heroes of the Storm to Dota 2 really made me aware of how much I appreciate the feeling that a game is just a short span of time. Of course objectively I know a game can reach over an hour in length, but in many cases perception beats reality. Even the lower minerals per base seems like an attempt to push the game along. Forcing players to decide that they must attack soon or expand, pushing the total game time even lower, and reducing turtling and boring static situations with new units and harassment options.

Approachable
As much as know one wants to admit it, a game has to be accessible to a huge potential audience to be worth the investment of resources. Starcraft is insanely unforgiving as a game, where one small mistake can lead to a loss. One of the most frustrating ways to loose is to early rushes. To spend several minutes building up a base and then dying without having a chance to really get rolling is an awful feeling. It is enough for many players, such as myself, to find queuing up a nerve racking and often frustrating experience. The economy changes create a situation that is similar to WC3 where you can start building a base instantly. Now if you die inside the first few minutes you can pretty much guarantee you have some army units, which makes the loss feel that much more satisfying as you get to at least fight for your life.

The Problem with Reduced Efficiency
Now why can't they do all those other things and decrease base mining efficiency. Well some of these goals of decreased efficiency go against the ideas I have mentioned above. If they change the economy in the style presented by OP how does that help them achieve their goals of a wider player base? A less efficient, more bases, and slower game all go against the central goal of making the game more approachable, quicker, and more casual friendly. I am absolutely not saying that decreased efficiency or different economic changes are a bad idea or not viable, I am just pointing out that they need to occur alongside the necessity of creating a more approachable game.

I know Blizzard wants to create the best game possible and we all want to highest skill ceiling possible but to consider any changes and ignore Blizzards other very reasonable goals is living outside of reality. Whatever suggestions you make to this thread should carefully consider the entire player base, potential and current. If your changes don't help in some way to make the game more approachable/casual friendly than don't ever expect to see them happen and don't be mad at Blizzard when they don't.

1. Regarding time, mining out bases does not necessarily result in shorter games. Ultimately, player perception is going to be based on their personal experience, and for players that know expanding is a thing (basically everyone above the lowest group of Bronze league) there is little difference made in this regard.

2. Regarding approachability, you seem to be neglecting the notion that casual players tend to gravitate toward more money-oriented maps, as it reduces the amount of things they need to worry about in the game. This is why the map Big Game Hunters was so incredibly popular in Brood War, alongside Smallest Map style games (it was basically 1 base per player, but infinite resources on a tiny map size; it was all about making stuff and getting into battles right away without worrying about things like expanding). In this regard, faster expanding is actually a historical barrier to approachability. The OP makes no comment on the changes to worker counts, as it's yet to be seen how that might impact the game. The reduced resource totals per base, however, is counter-intuitive to your point.

3. Regarding reduced efficiency, it does not result in a slower game; I'm not sure where you got this idea from. Reduced efficiency provides a positive incentive for players to expand (greater income per minute per same worker count), without punishing casual players who will find themselves mining out much faster with Blizzard's proposal. Assuming a mineral income of 720 minerals per minute (pretty standard) per base, in HotS you'd expect to mine out a base in ~16.5 minutes, while in LotV you'll see bases mining out at ~11 minutes (which is basically what we saw in the showmatches; Terrans mined out by 8 minutes with efficient MULE drops). I've seen plenty of new players only starting to expand at around the 10 minute mark. This puts stress on new players lest they secure another expansion faster.

On the competitive side, I've had pros echo the sentiments in the OP. They want clear incentives to expand beyond a 3 base saturation (i.e. 3 active mining bases) and Blizzard's current implementation does not provide it. Many people are also worried the combination of reduced resources and more starting workers will reduce the strategic depth of the early game to favour a faster economy game over 1 base aggressive opportunities. (Z)Scarlett is one of the more prominent individuals with this concern.
Twitter: @iamcaustic
Hungry Cerberus
Profile Blog Joined July 2010
Canada29 Posts
November 11 2014 03:18 GMT
#234
On November 11 2014 10:43 iamcaustic wrote:
Show nested quote +
On November 11 2014 09:50 Hungry Cerberus wrote:
+ Show Spoiler +
I don't want to incur the wrath of the internet but I feel it is necessary to consider some of the other concerns that Blizzard is facing with a game like Starcraft. While it obvious for all of us that we want a game that creates the best gameplay, Blizzard is forced to consider how to meet the simultaneous goal of generating the most amount of players (revenue). I think it is obvious that almost every major decision they have made for LotV is to increase the player base (stand alone game, archon mode, bnet tournaments, tons of changes to generate hype). The economic changes seem no different to me.

Time
By having more workers at the start you decrease the amount of time spent in the early low key periods of the game. For a large percentage of players (obviously not all) time matters. A perfect example of their recent thinking is Hearthstone and Heroes of the Storm. Both games allow for matches that are quite short. This has myriad advantages: it is less intimidating, the losses feel less punishing, and it can trick you as a player into thinking "just one more quick game". Comparing Heroes of the Storm to Dota 2 really made me aware of how much I appreciate the feeling that a game is just a short span of time. Of course objectively I know a game can reach over an hour in length, but in many cases perception beats reality. Even the lower minerals per base seems like an attempt to push the game along. Forcing players to decide that they must attack soon or expand, pushing the total game time even lower, and reducing turtling and boring static situations with new units and harassment options.

Approachable
As much as know one wants to admit it, a game has to be accessible to a huge potential audience to be worth the investment of resources. Starcraft is insanely unforgiving as a game, where one small mistake can lead to a loss. One of the most frustrating ways to loose is to early rushes. To spend several minutes building up a base and then dying without having a chance to really get rolling is an awful feeling. It is enough for many players, such as myself, to find queuing up a nerve racking and often frustrating experience. The economy changes create a situation that is similar to WC3 where you can start building a base instantly. Now if you die inside the first few minutes you can pretty much guarantee you have some army units, which makes the loss feel that much more satisfying as you get to at least fight for your life.

The Problem with Reduced Efficiency
Now why can't they do all those other things and decrease base mining efficiency. Well some of these goals of decreased efficiency go against the ideas I have mentioned above. If they change the economy in the style presented by OP how does that help them achieve their goals of a wider player base? A less efficient, more bases, and slower game all go against the central goal of making the game more approachable, quicker, and more casual friendly. I am absolutely not saying that decreased efficiency or different economic changes are a bad idea or not viable, I am just pointing out that they need to occur alongside the necessity of creating a more approachable game.

I know Blizzard wants to create the best game possible and we all want to highest skill ceiling possible but to consider any changes and ignore Blizzards other very reasonable goals is living outside of reality. Whatever suggestions you make to this thread should carefully consider the entire player base, potential and current. If your changes don't help in some way to make the game more approachable/casual friendly than don't ever expect to see them happen and don't be mad at Blizzard when they don't.

1. Regarding time, mining out bases does not necessarily result in shorter games. Ultimately, player perception is going to be based on their personal experience, and for players that know expanding is a thing (basically everyone above the lowest group of Bronze league) there is little difference made in this regard.

2. Regarding approachability, you seem to be neglecting the notion that casual players tend to gravitate toward more money-oriented maps, as it reduces the amount of things they need to worry about in the game. This is why the map Big Game Hunters was so incredibly popular in Brood War, alongside Smallest Map style games (it was basically 1 base per player, but infinite resources on a tiny map size; it was all about making stuff and getting into battles right away without worrying about things like expanding). In this regard, faster expanding is actually a historical barrier to approachability. The OP makes no comment on the changes to worker counts, as it's yet to be seen how that might impact the game. The reduced resource totals per base, however, is counter-intuitive to your point.

3. Regarding reduced efficiency, it does not result in a slower game; I'm not sure where you got this idea from. Reduced efficiency provides a positive incentive for players to expand (greater income per minute per same worker count), without punishing casual players who will find themselves mining out much faster with Blizzard's proposal. Assuming a mineral income of 720 minerals per minute (pretty standard) per base, in HotS you'd expect to mine out a base in ~16.5 minutes, while in LotV you'll see bases mining out at ~11 minutes (which is basically what we saw in the showmatches; Terrans mined out by 8 minutes with efficient MULE drops). I've seen plenty of new players only starting to expand at around the 10 minute mark. This puts stress on new players lest they secure another expansion faster.

On the competitive side, I've had pros echo the sentiments in the OP. They want clear incentives to expand beyond a 3 base saturation (i.e. 3 active mining bases) and Blizzard's current implementation does not provide it. Many people are also worried the combination of reduced resources and more starting workers will reduce the strategic depth of the early game to favour a faster economy game over 1 base aggressive opportunities. (Z)Scarlett is one of the more prominent individuals with this concern.


You may have a point about a slower game, but I made the conclusion that at lower levels more expansions means a longer and more mechanically stressful game. For many lower levels players one or two bases is all they are ever going to produce. If you lower the amount of minerals they will be forced by necessity to either attack or play for the long game. This inherently makes the games much shorter. More expansions means longer periods of harassment and back and forth, which while fun is much more mechanically intensive for a weaker player. I really don't mean to make reduced efficiency sound like a bad idea, it absolutely is not, I just want to make sure that people take other concerns into consideration.

The more mechanically intensive the game becomes the harder it is and less likely to attract new people. Starcraft by its very design is not a game that attracts a casual audience, as you make clear that even in Broodwar the most attractive part of the game was not laddering. Big Game Hunters was popular because it was less mechanically intensive. As customs have not taken off in SC2, ladder has an even greater importance to retaining and creating any kind of viable player base.

I really don't think pros are going to be able to remove their bias. I think Scarlett is about a million times more intelligent than I am and she knows, as do most pros, what will make a better game for the higher skilled. I don't think she cares at all about the lowest level players and I am damn sure that Blizzard does. If someone does not consider how the changes made impact each level of the player spectrum they are making a futile argument (I am not stating that you are just to be clear). This is doubly true at the economic level. I would guess that Blizzard wants to increase the action filled portion of the game and reduce its length for the lower skilled, and hopefully encourage more depth for the higher skilled with their current changes. If you believe that reduced efficiency does that as well I am actually very curious to hear that argument.

Thanks for the interesting response.
Makro
Profile Joined March 2011
France16890 Posts
Last Edited: 2014-11-11 03:24:07
November 11 2014 03:22 GMT
#235
On November 11 2014 05:55 LaLuSh wrote:
So to summarize: BW economy achieved a similar effect as the current LotV proposal is attempting to achieve.

  • It forced turtling races to replace bases at a faster rate than expanding players, because they were taking less risks by being on fewer bases while cramming more workers in on a single node. Which is actually not what LotV is doing. LotV economy is rather forcing both players in a game to replace bases at a similar rate (nobody is going to have less than 16 workers per base in SC2). The one who is unable to replace bases dies.

  • It achieved this effect without at the same time putting a restriction on maximum amount of simultaneous expansions. Thus allowing diversity in play styles and economies.

  • The players who are on more bases expose themselves to more risk. They open themselves up to harass, drops, runby's as a result of trying to gain an advantage through spreading themselves thin. In LotV economy, this is not encouraged, the players are still on the same amount of active bases as in HotS. They are merely replacing depleting bases with fresh ones.

excellent lalush, i enjoy reading your analyzes, keep going

excellent op too
Matthew 5:10 "Blessed are those who are persecuted because of shitposting, for theirs is the kingdom of heaven".
TL+ Member
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
November 11 2014 04:45 GMT
#236
On some date iamcaustic wrote on Reddit:
Even if I were to back away from my concerns about separating economy acquisition from a player's strategic game plan, I'm still left with the worry about racial design.

To make forced 6+ bases a viable thing for all three races, you'd need to make all three races equally mobile to protect those bases. Thinking back even to WoL and Protoss, they needed thirds to be really close so they could actually acquire them because otherwise T and Z would give them the run around.

If equal mobility is a key design concept for Blizzard going into LotV, that's their choice, but I think it'd destroy a lot of the uniqueness of each race and what we've been shown thus far doesn't seem to imply it. More realistically, I think we're going to see certain races suffer in different match ups similarly to how Protoss suffered in WoL, OR we're going to see fortress-style maps (think team maps, but 1v1).


Saw this post on Reddit, figured it'd be better to discuss it here.

I must admit to some confusion. Isn't forced 6 bases the "BW way"? And isn't the OP all about how to make SC2 more like BW and less like WOL?

HOTS certainly made Protoss more mobile, and it's no surprise every single Protoss MU became more interesting as a result. The best PvTs of the year came at the height of Chargelot/Templar which is the most mobile Protoss comp. I would certainly hope that's the way LOTV progresses...

INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
knyttym
Profile Blog Joined December 2006
United States5797 Posts
November 11 2014 05:12 GMT
#237
On November 11 2014 13:45 pure.Wasted wrote:
Show nested quote +
On some date iamcaustic wrote on Reddit:
Even if I were to back away from my concerns about separating economy acquisition from a player's strategic game plan, I'm still left with the worry about racial design.

To make forced 6+ bases a viable thing for all three races, you'd need to make all three races equally mobile to protect those bases. Thinking back even to WoL and Protoss, they needed thirds to be really close so they could actually acquire them because otherwise T and Z would give them the run around.

If equal mobility is a key design concept for Blizzard going into LotV, that's their choice, but I think it'd destroy a lot of the uniqueness of each race and what we've been shown thus far doesn't seem to imply it. More realistically, I think we're going to see certain races suffer in different match ups similarly to how Protoss suffered in WoL, OR we're going to see fortress-style maps (think team maps, but 1v1).


Saw this post on Reddit, figured it'd be better to discuss it here.

I must admit to some confusion. Isn't forced 6 bases the "BW way"? And isn't the OP all about how to make SC2 more like BW and less like WOL?

HOTS certainly made Protoss more mobile, and it's no surprise every single Protoss MU became more interesting as a result. The best PvTs of the year came at the height of Chargelot/Templar which is the most mobile Protoss comp. I would certainly hope that's the way LOTV progresses...



No brood war did not force expansions. To play a macro style in SC2 you should have access to 24 mineral nodes at all times. In brood war, macro styles were not set by number of mineral nodes. Macro styles could be comfortably played on as few as 16 nodes and as many as 50. Gaining access to more mineral nodes granted benefits but was not required.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 11 2014 05:30 GMT
#238
On November 11 2014 13:45 pure.Wasted wrote:
Show nested quote +
On some date iamcaustic wrote on Reddit:
Even if I were to back away from my concerns about separating economy acquisition from a player's strategic game plan, I'm still left with the worry about racial design.

To make forced 6+ bases a viable thing for all three races, you'd need to make all three races equally mobile to protect those bases. Thinking back even to WoL and Protoss, they needed thirds to be really close so they could actually acquire them because otherwise T and Z would give them the run around.

If equal mobility is a key design concept for Blizzard going into LotV, that's their choice, but I think it'd destroy a lot of the uniqueness of each race and what we've been shown thus far doesn't seem to imply it. More realistically, I think we're going to see certain races suffer in different match ups similarly to how Protoss suffered in WoL, OR we're going to see fortress-style maps (think team maps, but 1v1).


Saw this post on Reddit, figured it'd be better to discuss it here.

I must admit to some confusion. Isn't forced 6 bases the "BW way"? And isn't the OP all about how to make SC2 more like BW and less like WOL?

HOTS certainly made Protoss more mobile, and it's no surprise every single Protoss MU became more interesting as a result. The best PvTs of the year came at the height of Chargelot/Templar which is the most mobile Protoss comp. I would certainly hope that's the way LOTV progresses...



No, BW had tons of 2 base allin play. You'd be on two base for extremely long periods of time, nowhere near the rate you'd expand in SC2, with the exception of ZvP if the Protoss went forge FE. Even in thsoe games, P went 2 base forever.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
November 11 2014 05:33 GMT
#239
On November 11 2014 14:30 FabledIntegral wrote:
Show nested quote +
On November 11 2014 13:45 pure.Wasted wrote:
On some date iamcaustic wrote on Reddit:
Even if I were to back away from my concerns about separating economy acquisition from a player's strategic game plan, I'm still left with the worry about racial design.

To make forced 6+ bases a viable thing for all three races, you'd need to make all three races equally mobile to protect those bases. Thinking back even to WoL and Protoss, they needed thirds to be really close so they could actually acquire them because otherwise T and Z would give them the run around.

If equal mobility is a key design concept for Blizzard going into LotV, that's their choice, but I think it'd destroy a lot of the uniqueness of each race and what we've been shown thus far doesn't seem to imply it. More realistically, I think we're going to see certain races suffer in different match ups similarly to how Protoss suffered in WoL, OR we're going to see fortress-style maps (think team maps, but 1v1).


Saw this post on Reddit, figured it'd be better to discuss it here.

I must admit to some confusion. Isn't forced 6 bases the "BW way"? And isn't the OP all about how to make SC2 more like BW and less like WOL?

HOTS certainly made Protoss more mobile, and it's no surprise every single Protoss MU became more interesting as a result. The best PvTs of the year came at the height of Chargelot/Templar which is the most mobile Protoss comp. I would certainly hope that's the way LOTV progresses...



No, BW had tons of 2 base allin play. You'd be on two base for extremely long periods of time, nowhere near the rate you'd expand in SC2, with the exception of ZvP if the Protoss went forge FE. Even in thsoe games, P went 2 base forever.


So why change anything in HOTS, then? HOTS has 2 base plays for Protoss in all three MUs, and plenty more 3 base plays (which is only one base up from 2).
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
Last Edited: 2014-11-11 05:35:02
November 11 2014 05:34 GMT
#240
What do the posters here think of the idea of increasing mineral patch mining time from 2.786 seconds to 4.179 seconds, and 7 minerals (maybe 9 for high-yield patches) per trip? This would make 16 workers fully saturate a mineral line, and each worker past 8 would be at somewhere between 50% and 75% efficiency. I haven't done the math very thoroughly about the exact number. This would make 6 bases with 42 workers on minerals more efficient than 3 bases with 42 workers on minerals, as per BW, but would retain the smart pathing and intuitive saturation standards of SC2. I've got plenty of benefits, but what are some of the drawbacks of this idea?
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
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